Publication:
Press “start” to learn: Engagement for English learners from the virtual environment of video games
Press “start” to learn: Engagement for English learners from the virtual environment of video games
dc.contributor.advisor | Román Pérez, Rosa I. | |
dc.contributor.author | Pérez Cortés, Luis E. | |
dc.contributor.college | College of Arts and Sciences - Arts | en_US |
dc.contributor.committee | Irizarry Rodríguez, José M. | |
dc.contributor.committee | Mongar, Sonja | |
dc.contributor.committee | Rivera, Rosita L. | |
dc.contributor.department | Department of English | en_US |
dc.contributor.representative | Rodríguez Martínez, Manuel | |
dc.date.accessioned | 2018-04-09T14:56:13Z | |
dc.date.available | 2018-04-09T14:56:13Z | |
dc.date.issued | 2014 | |
dc.description.abstract | This case study is of a classroom from a public school in northwestern Puerto Rico comprised of 7th, 8th, and 9th graders in which the teacher incorporated video games seeks to explore how video games impact English language learning on the island. Observational, questionnaire, and interview data supported claims that video games are a form of electronic entertainment which is relevant and useful for students and teachers. The use of video games for classroom purposes is justified through Policy Letters and other normative documents required by the Department of Education of Puerto Rico. Successful video games and classrooms employ engaging practices which failing video games and classrooms omit. Therefore, lesson plans aligned with the English program’s Content Standards and Grade-Level Expectations of 7th, 8th, and 9th grades in Puerto Rico are included as models to incorporate three commercial video games into the English classroom to attain engagement with language-learning lessons. | |
dc.description.abstract | Este estudio de caso en un salón de escuela pública en el noroeste de Puerto Rico con estudiantes de 7mo, 8vo, y 9no grados (en el cual la maestra incorporó varios video juegos) busca explorar como impactan el aprendizaje del inglés. Los datos recopilados a través de observación, cuestionarios, y entrevista sustenta video juegos como una forma de entretenimiento electrónico relevante y útil para estudiantes y maestros. El uso de video juegos para propósitos educativos es justificado con cartas circulares y otros documentos normativos del Departamento de Educación de Puerto Rico. Los video juegos y salones exitosos comparten la característica de utilizar prácticas que captan atención y esfuerzo que video juegos y salones fracasados no incorporan. Incluyo planes de lecciones alineados con estándares de contenido y expectativas del programa de inglés para grados 7mo, 8vo, y 9no como modelos para incorporar tres video juegos comerciales en las lecciones de inglés. | |
dc.description.graduationSemester | Spring | en_US |
dc.description.graduationYear | 2014 | en_US |
dc.identifier.uri | https://hdl.handle.net/20.500.11801/352 | |
dc.language.iso | en | en_US |
dc.rights.holder | (c) 2014 Luis E. Pérez Cortés | en_US |
dc.rights.license | All rights reserved | en_US |
dc.subject | Video games | en_US |
dc.subject | Lesson planning | en_US |
dc.subject | Learning methods | en_US |
dc.subject | Public schools | en_US |
dc.subject | Educational innovations -- Puerto Rico | en_US |
dc.subject.lcsh | Educational games -- Puerto Rico -- Case Studies | en_US |
dc.subject.lcsh | Video games in education -- Puerto Rico | en_US |
dc.subject.lcsh | English language -- Study and teaching (Secondary) | en_US |
dc.subject.lcsh | English language -- Study and teaching -- Technological innovations -- Puerto Rico | en_US |
dc.title | Press “start” to learn: Engagement for English learners from the virtual environment of video games | en_US |
dc.type | Thesis | en_US |
dspace.entity.type | Publication | |
thesis.degree.discipline | English Education | en_US |
thesis.degree.level | M.A.E.E. | en_US |